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 Empire: Knightly Order Warband

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Murray145
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PostSubject: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeWed 15 Jun 2011 - 15:11

Knightly Order Warband is a group of Knights from one of the many Knightly Orders within the Empire, sent off to complete a quest or task given to them by their Headmaster.

Choice of Warriors:
A Knightly Order warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.

Knight of the Inner Circle: Each Knightly Order must be lead by a Knight of the Inner Circle.

Preceptors: Your warband may have up to two Preceptors.

Initiates: Your warband may have up to two Initiates.

Militia: Your warband may have any number of Militia.

Armsmen: Your warband may have up to five Armsmen.

Knights: Your warband may have up to five Knights.


Special Rules:

Strictures: Every Knightly Order Warband must choose a single Order to follow. This choice cannot be changed at anytime. If there is not a Knight of the Inner Circle, Preceptors, or Knights in your warband at any time, then your warband loses all Stricture bonuses.



Reiksguard:
The Reiksguard form an elite core of highly trained, expensively-equipped troops who are loyal to the Emperor in person, and are his best troops, in battle usually forming up in the centre around the Emperor himself.

The following rules must me immediately applied to your warband.

-Fighters may use the Knights of the Inner Circle's Leadership if within 12" rather than the usual 6" (accounted on profile.) A strong tradition of martial training is also responsible for the high standards of archery amongst the people of Reikland.

-Militia increase their ballistic characteristics by +1.

-The Knight of the Inner Circle and Preceptors can be bought Sigmarite Hammers and are used as followed.

Sigmarite Warhammer: 15 gc
A Warhammer echoes Ghal-Maraz, the great hammer of Sigmar himself.
Range: Close Combat; Strength: As User +1
Special Rules:
- Concussion: Warhammers are excellent at striking people senseless. When using a Warhammer in close combat a roll of 2-4 is treated as Stunned when rolling on the Injury chart.
- Holy Weapon: The Warhammer has a +1 bonus on all to wound rolls against any Possessed or Undead models. Note that you will still need to score a 6 before any modifiers in order to cause a critical hit.



Order of the Blazing Sun:
The Order of the Blazing Sun is a famous Knightly Order of the Empire which follows the war goddess Myrmidia. The Order is currently based in Talabheim.

The following rules must me immediately applied to your warband.

- Strategiest: Mrymidia is the Goddess of Strategy and War and the Order of the Blazing Sun is trained to rely on their cunning and stragies more so than their brute force. To represent this, The Warband may choose to sieze the initative and go first even if the scenario does not allow it.

-Symbol of the Mrymidia: A Spear and Shield create the symbol of Mrymidia, a Knight of the Inner Circle or Preceptor equipped with both a Shield and Spear may either; reroll all failed 'to-hits' on a charge, or reroll all failed armor saves when being charged.

-Missionaries: Many times Missionaries follow the Knights of the Blazing Sun on their journeys to spread the word of Mrymidia and to act as a spiritual advisor for the Knightly Order. One Initiate may be replaced with a Missionary, which is stated below. Note that Missionaries start with the same experience as a Preceptor.

0-1 Missionary: 40 gc to hire
Missionaries are holy men/women who serve the patron goddess of Estalia; Myrmidia.
M 4; Ws 2; Bs 2; S 3; T 3; W 1; I 3; A 1; Ld 8
Weapons/Armor: A Missionary is wears Robes and is equipped with a Spear and Shield. The Missionary may be mounted on a Estalian Mule for an additional 20 gc. The Missionary may also equipped with the Icon of Myrmida for an additional 15 gc.

Special Rules:

Holy Word: A Missionary's rousing speech steels the hearts of all those around him. Any friendly model within 6" of the Missionary may re-roll any failed Leadership test with a +1 to Leadership. This includes rout tests.

Convert: Whenever the Estalian Privateers encounters a lost person (or people) on an exploration roll that would normally provide an Undead warband the option to add more zombies, or other warbands the option to sell people as slaves, the Warband may add them as Marines.

Botanist: Skilled in gathering healing herbs, after every battle before and before trading if the Missionary was not taken Out of Action Roll a d6, on a 4+ the Missionary has found a healing herb that reduces the out-come of a single serious injury chart by 1d6. (This means you roll a d66 - 1d6.)

Icon of Myrmida: The Symbol of the goddess is inscribed onto the Missionary's shield. This icon protects them from harm with its benevolent energies granting the Missionary a 5+ save, which cannot be reduced by anything and cannot be improved. If any spells are casted within 6" of the Missionary, roll a d6. On a roll of 5 or higher the spell is then dispelled. This ability can be used on shooting spells that are aimed at any target within 6" of the Missionary but are dispelled on a 6+ rather than 5+.



Knights of the Panther:
The Knights Panther is a famous Knightly Order of The Empire. The order is dedicated to the preservation of the pure human form against the corruption of Chaos and is fanatically devoted to hunting down mutants and any other bearer of the mark of Chaos.

The following rules must me immediately applied to your warband.

- Hatred Chaos: The Knights of the Panther have taken a vow to hunt down and eliminate all forced of chaos. The Knight of the Inner Circle, Preceptors, and Knights have Hatred towards all followers of Chaos. (i.e. Cult of the Possessed, Carnival of Chaos, Beastmen Raiders, Chaos Dwarfs, and any other Chaos related Warband or Hired Sword).

- Treasure of the Crusades: Knights of the Panther have gather many treasures during their Crusades in Araby. To represent the wealth they have gained from their conquest, The Warband starts with an additional 100 gc or a 20% increase to the starting wealth.

- Panther Pelt: The Knights traditionally trim their clothes and crests with whatever appropriately exotically patterned fur they can find, and their shields bear the heraldic panther of Araby. The Knight of the Inner Circle, Preceptors, and Knights all are considered to be wearing a Lucky Charm. A model with Panther Pelt cannot stack the effects of the Pelt with another Lucky Charm.



Knights of the White Wolf:
The Knights of the White Wolf are a Knightly Order in the Empire dedicated to the old god of wolves and winter, Ulric. The spiritual home, and the location of their Order's fortress is Middenheim.

The following rules must be immediately applied to your warband.

- The men of Middenheim are famous for their physical prowess. To represent their advantage in size and bulk, Knights of the Inner Circle and Proceptors all start with Strength 4 instead of Strength 3.

- Knights of the White Wolf may never wear helmets, this applies to the Knight of the Inner Circle, Preceptors, Initiates, Armsmen, and Knights.

- Militia may not use or purchase Black Powder Weapons, Crossbows, or Poisons/ Poisoned Weapons if a warband happens to find any of these weapons for what ever weapons, they cannot use them but still sell them.

- The Knight of the Inner Circle, Preceptors, and Knights may purchase and use Wolf Cloaks and White Wolf Hammers, stated below.

White Wolf Hammer; 12 gc
This is a great hammer used by the Knights of the White Wolf.
Range: Close Combat, Strength: As user +1,
Special Rules:
- Two-handed: A model armed with a White Wolf Hammer may not use a shield, buckler, or additional weapon in close combat. If the model is equipped with a shield he will still get a +1 bonus to his Armor save against shooting.
- Cavalry Charge: A model armed with a White Wolf Hammer may use the speed of his charge to increase the might of his attacks. A model on a steed with a White Wolf Hammer gains a further +1 Strength bonus when he charges. This bonus only applies for that turn.

Wolfcloak; 10 gc
In Middenheim it is still considered to be the feat of a true man to slay a great wolf single-handed. Warriors who accomplish such a deed will command the respect of their peers, and their cloaks will be blessed by the High Priest of the Cult of Ulric, the god of winter, war and wolves. Middenheimers only.
- Special Rules: To acquire a Wolfcloak, a Hero must pay 10 gc (to represent the expense of traveling to Middenheim and taking part in a hunt). In addition, the Hero must roll equal to or under his Strength on a D6. If successful, the Hero finds and slays the wolf and can wear its cloak as a mark of his skill and prowess. Note that Middenheimers may buy Wolfcloaks when starting their warband without making a test for availability. A model wearing a Wolfcloak will gain +1 to his armor saves against all shooting attacks.

-A Knights of the White Wolf warband may replace a single Preceptor with a Wolf Priest of Ulric, stated below. Note that the Wolf Priest of Ulric starts with the same starting experience as a Preceptor.

Wolf Priest of Ulric
60 gc to hire

M 4; Ws 3; Bs 2; S 3; T 3; W 1; I 3; A 1; Ld 8

Weapons/Armor: Wolf Priests may not use any armor, trusting only in Ulric's protection. The only exception is that every Wolf Priest is garbed in a cloak made from the pelt of a white wolf: 6+ save. The cost of the cloak is included in the cost of the priest. Wolf Priests prefer the use of blunt weapons to those with edges, and thus may only use hammers, maces, clubs, flails, morning stars, and the two-handed version of any of these. The exception to this is the ubiquitous dagger that most models carry.
Skills: Wolf Priests may chose from the Combat, Academic, Strength and Speed lists.

Special Rules:
Hatred: Wolf Priests see Witch Hunters (Templars of Sigmar), Warrior-Priests, Sigmarite Matriarchs and Sisters Superior as agents of an opposing cult, and thus they HATE these models. That hatred does not extend to other models in those warbands, as the Wolf Priests see them simply as misguided followers of an errant cult.

Priest: Wolf Priests are able to gain Ulric's favor and learn and cast from the Prayers of Ulric.

Wolf Companion: Wolf Priests may be accompanied by a huge wolf.
WOLF COMPANION; Henchman 25 GC to hire
Warbands may only purchase a wolf companion if they have a Wolf Priest of Ulric in their midst. The priest may choose to be accompanied by a huge wild wolf, which often scouts ahead to warn the priest of danger.

Wolf Companion
M 6; Ws 4; Bs 0; S 4; T 4; W 1; I 4; A 2; Ld 5
Weapons/Armor: The wolf uses its fangs to attack its prey and cannot use any other weapon. Their thick coat of fur counts as a wolf cloak for protection: 6+ save.

Special Rules:
Animals: Wolf companions are animals and thus do not gain any experience.

Prayers of Ulric
In a similar way to Sigmarite sisters and Warrior-Priests and their prayers to Sigmar, Wolf Priests call upon their god for assistance in times of battle. Wolf Priests may use a wolf cloak and still chant these prayers. They are prayers, not spells, and thus any special protection against spells does not affect them. Wolf Priests use the rules for magic with the following prayers.

Snow Squall: Ulric extends his protection to the Wolf Priest in the form of a localized snow squall that engulfs the model. All enemy models in hand-to-hand combat with the priest are at -1 to hit due to the swirling snow and winds. The spell lasts for the duration of the hand-to-hand combat. Difficulty 6

Hammerschlag: The Wolf Priest calls down a hammer blow from Ulric on any model within 6". That model suffers a S4 attack from an enormous ethereal hammer, including the concussion special rule. Difficulty 10

Bloodlust: The Wolf Priest is infused with a lust for battle and attacks wildly All attacks are at S +2, and he scores a critical hit on a 5-6. The Wolf Priest must test, by rolling the prayer's difficulty or greater on 2D6, each turn to see if the prayer remains in effect. Difficulty 7

Wolf's Hunger: One member of the warband (priest's choice) is thrown into a Frenzy (See page 39 of the Mordheim rulebook for details.) Difficulty 7

Ulric's Howl: The Wolf Priest's prayer is answered as an ear-shattering inhuman howl roars from his throat. For the duration of the battle, all members of the priest's warband are immune to Fear and All Alone tests as they feel the presence of their god. Additionally, all Rout tests are at +1. Difficulty 10

Call of Ulric: The Wolf Priest lets out a cry of agony as his body re-shapes itself into that of a huge, slavering wolf with the following profile below. Difficulty 10

Wolf Form
M 6; Ws 4; Bs 0; S 4; T 4; W 1; I 5; A 2; Ld 6
Wolf Form (max)
M 7; Ws 6; Bs 0;S 4; T 4; W 3; I 7; A 3; Ld 7

During the time that the priest is in the form of a wolf, he may do nothing but attack as a wolf: no spell-casting or weapons use. He still hates Sigmar's minions, however. In each shooting phase, the priest may choose to make a Ld test (using the Wolfs Ld 6) to regain his human form. If he is still in wolf form at the end of the battle he gets one last chance to return to human form. If he does not, then he remains a wolf forever! He is still a hero, and thus entitled to XP gains and attribute increases. He may only choose skills from the Speed Table, with the exception of Scale Sheer Surfaces.



Hired Swords
Knightly Order warband is allowed the same selection of Hired Swords as the Human Mercenary warbands from the Mordheim rulebook.


Starting Experience:

The Knight of the Inner Circle starts with 20 experience.

Preceptor start with 8 experience.

Initiates start with 0 experience.

Henchmen start with 0 experience.


Knightly Order's Skill Table

Knight of the Inner Circle may choose from the Combat, Academic, Strength, Speed, or Cavalry special skills.

Preceptors may choose from the Combat, Strength, or Cavalry special skills.

Initiates may choose from the Combat, Strength, or Cavalry special skills.


Knightly Order's Equipment List:

Knights
Hand to Hand Weapons:
-Dagger 1st free/ 2 gc
-Mace 3 gc
-Battle Axe 5 gc
-Sword 10 gc
-Spear 10 gc
-Halberd 10 gc
-Flail 15 gc
-Morning Star 15 gc
-Double Handed Weapon 15 gc
-Lance 40 gc

Ranged Weapons:
None

Armor:
L. Armor 15/20(*) gc
H. Armor 40/50(*) gc
Shield 5 gc
Buckler 5 gc
Helmet 5/10(*) gc

Miscellaneous Gear:
Horse 30/40(*) gc
Warhorse 60/80(*) gc
Barding 25/30(*) gc

(*) = the first cost only applies to Knights of the Inner Circle, Preceptors, and Knights [b]

Militia
Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Mace 3 gc
Battle Axe 5 gc
Sword 10 gc
Spear 10 gc

Ranged Weapons:
Bow 10 gc
Long Bow 15 gc
Crossbow 25 gc
Pistol/Brace 15/30 gc
Handgun 35 gc

Armor:
L. Armor 20 gc
Shield 5 gc
Helmet 10 gc


[b]Heroes:


1 Knight of the Inner Circle; 65 gold crowns to hire.
M 4; Ws 5; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 8
Weapons/Armor: A Knight of the Inner Circle maybe equipped with weapons and armor from the Knight Equipment list.

Special Rules:
-Leader: Any warrior within 6" of the Knight of the Inner Circle may use his Leadership value when taking Leadership tests.
-Equestrian: The Knight of the Inner Circle is an expert at riding horses and thus starts with the skills Ride (Warhorse) and Ride (Horse).

0-2; Preceptors; 40 gold crowns to hire.
M 4; Ws 4; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 7
Weapons/Armor: Preceptors maybe equipped with weapons and armor from the Knight Equipment list.

Special Rules:
-Equestrian: Preceptors are expert horsemen and thus starts with the skill Ride (Warhorse) and Ride (Horse).

0-2; Initiates; 25 gold crowns to hire.
M 4; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 7
Weapons/Armor: Initiates maybe equipped with weapons and armor from the Knight Equipment list.

Special Rules:
-Outrider: Initiates are usually young nobles who have had experience in Pistolier regiments. Initiates start with the skill Ride (Horse).

Henchmen

0-7; Militia; 25 gold crowns to hire.
M 4; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 6
Weapons/Armor: Militia maybe equipped with weapons and armor from the Militia Equipment list.

0-5; Armsmen; 25 gold crowns to hire.
M 4; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 7
Weapons/Armor: Armsmen maybe equipped with weapons and armor from the Knight Equipment list.

0-5; Knights; 35 gold crowns to hire.
M 4; Ws 4; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 7
Weapons/Armor: Knights maybe equipped with weapons and armor from the Knights Equipment list.

Special Rules:
-Equestrian: Knights are expert horsemen and thus starts with the skill Ride (Warhorse) and Ride (Horse).

Cavalry Skills:
As stated in the Empire in Flames Rule Book (written out for convenience.)

Ride (eg. Ride Horse/ Ride Warhorse) This skill is vital if a rider wishes to ride an animal into combat. The skill is specific to a particular type of animal and must be gained again if the warrior wishes to be able to ride a different kind of animal. For instance, a warrior with Ride Horse would need to gain the skill Ride Warhorse if he wanted to be able to ride such a spirited mount.

Cavalry Commander: Mounted Heroes are an impressive sight. With a good vantage point they can see (and be seen) far more readily than if they were on foot. If the warband’s leader has this skill and is mounted, he may add an extra 6" to the distance within which other warriors in the warband may use his Leadership. This is in addition to any other bonuses that increase the range of the leader’s influence.

Trick Riding. By athletically hanging off the side of his mount, a rider makes himself harder to hit. While a rider is trick riding all missile attacks against him suffer -1 to hit in addition to other modifiers. The rider must declare that he is trick riding before moving. He must then make an Initiative test and, if successful, may move full distance. If he fails he loses control of his mount and must roll immediately on the Whoa Boy! table. This skill may not be used with heavy armour because of the agility required. In addition, trick riding requires both hands, so the model may not use a shield or missile weapons whilst using the skill. Warriors without Ride may not use this skill.

Combat Riding. The rider has trained his mount to use its bulk to trample any unmounted enemy before him. A warrior with
this skill may make a single additional S4 attack when charging an unmounted opponent. In subsequent rounds of combat, or if charged by enemy warriors, the mounted warrior fights as normal.

Evade. The rider has trained his mount to swerve from side to side in combat, wrongfooting his opponent. A rider with this skill always strikes first in close combat against dismounted opponents. When charged by an opponent, or otherwise fighting an enemy also entitled to strike first, attacks are carried out in order of Initiative. If Initiative is equal, the model with greater Experience strikes first. Warriors without Ride may not use this skill.

Running Dismount. The rider is able to dismount from his mount at speed. The rider may ride up to the mount’s normal move distance and then dismount immediately. No further movement or shooting is possible. This skill may be used to move into contact with the enemy, counting as a diving charge from a height of 2" – all the usual rules for diving charges apply. Note that the rider then counts as dismounted, gaining no further assistance from his mount. Warriors without Ride may not use this skill.

Athletic Mount. Without breaking stride, the warrior is able to leap onto the back of his mount and immediately spur it into a full gallop. Once the warrior is on board, the mount may make a run or charge move as normal. The warrior must be within half his full move distance of his steed to use this skill.

Horse Archer. The rider has learned the skills of the steppe nomads and can shoot from a running mount. The rider may shoot in a 360 degree arc whilst mounted, and may shoot while his mount is running; however, the shot suffers a -1 to hit penalty in addition to all other normal modifiers. Warriors without Ride may not use this skill.

Mounted Combat Master. The rider is especially skilled at combat against a mounted opponent. If the model is fighting
mounted against a mounted opponent and successfully wounds the enemy, the wounded model must add +1 to his roll on the Whoa Boy! table. Warriors without Ride may not use this skill.


Losing Control
If a mounted warrior has lost his last wound, then the player must roll on the Whoa Boy! table. This replaces the normal Injuries chart. If critical hits are suffered, then roll as many times as is required, taking the most serious result.

Whoa Boy! Table
D6 Result
1-2 The rider is temporarily disorientated and his mount rears up. The rider keeps his seat but must spend his next turn stationary regaining control, unable to move or shoot. If attacked, treat the rider as fallen down.
3-4 The rider falls off his mount and is stunned, taking an additional S2 hit in the process with no Armour save. In addition, roll a D6: on a roll of 1-3, the mount immediately bolts 3D6" in a random direction and continues until it has left the table – the mount may be recovered after the battle; on a roll of 4-6, the mount remains stationary and the warrior may remount once recovered. Note: the mount does not count as unridden or un-led in this instance.
5-6 The rider and his mount crash to the ground together. The rider and mount are automatically out of action. In addition, roll a D6: on a roll of 1-2 the mount lands on top of its rider, crushing him. If this happens, the warrior must roll twice on the
Serious Injuries chart after the battle. In addition, after the battle roll a D6: on a roll of 1-2 the mount was crippled or killed by the fall and is removed from the warband roster.[b]


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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeWed 15 Jun 2011 - 15:16

I used various Town Cryers, Mordheim Core Rulebook, Empire in Flames RuleBook, Mordheimer.com, My own work as either a direct copy of the sited work or for inspiration for various things in this warband.
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeWed 15 Jun 2011 - 22:08

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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeWed 15 Jun 2011 - 23:10

I enjoy the critical thoughts of others, it gets to point and allows me to change certain things that I seemed to skim over, so don't feel bad.

To answer your questions, I have to say that one of the major reasons the Knightly Order's heroes aren't very impressive is because A. They are only Human and B. Their Scrictures give each Order alot of buffs, and I figured it would be way to powerful if I gave them awesome stats and awesome skills, but I prefer fair and balanced.

Their point cost is pretty high for humans, but they are only a little bit higher than Bretonnian Heroes which I think is justified in their Scrictures and the fact that all Knights start with the Skill Ride.

On fluff, to be honest there isn't that much indepth fluff on the different Orders, aside from the Reiksguard. All I could find on Order of the Blazing Sun was that they worshiped Myrimida after the statue of the goddess fell on Sultan Juffar. Knights of the White Wolf don't have much fluff either aside from being followers of Ulric and using Cavalry Hammers. So really all I had to work with is a bit of fluff and the Reikguard novel.

The thing is that if I used Bretonnian organization model it would be "Bretonnian Knights 2.0" and I tried to stay away from that as much as I possibly could. And unfortunately, Empire Knights aren't really known for going about questing (atleast to my knowledge). So I either could make them a group of Knights from the same Order going down to slay evil and get treasure OR a small strike force of Knights sent by their Order to do a mission that is either to delicate or important to leave in the hands of a rag-tag mercenary group. Another problem that I stumbled upon was the fact that aside from Knights of the Inner Circle, Knights, and Knights on Foot there really wasn't anything on everyone else who helps the Knights do their duty. I could of gone out and guessed that they would have retainers and aids but those things are a bit to much for a group of Knights going out to do a mission, atleast Imo.

I am sure if there was a tad bit more depth to the inner workings of Knightly Orders I would have been able to make it feel more like a close-knit brotherhood. But alas there isn't that much on them so I had to make due with what I was given. I know I am repeating myself alot.
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeThu 16 Jun 2011 - 0:50

Find the book on the Empire from Warhammer FRPG. I believe it has a lot more information for Knights Panther, Blazing Sun, and Knights of Morr (Raven Guard or something?)
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeThu 16 Jun 2011 - 5:06

I always seem to forget the WHFRPG books for so fluff and tons of useful stuff.
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeThu 16 Jun 2011 - 11:30

I actually have plans for very similar Knightly order warband, though I was plannning to base it on the Middenheimers and just replace the names and maybe tweak some equipment.

Basically generic knightly order:
Heroes:
1 Knight of the inner circle (Captain) (with strength 4)
0-2 Knights (Champions) (with strength 4)
0-2 Initiates (Youngbloods)
Henchmen:
0-5 Sergeants (Swordsmen)
0-7 Archers/or Squires? (Marksmen)
0+ Men-at-arms (Warriors)

Other ideas are to use the Priests of the Empire rules by Werekin, and thus being able to replace one hero with for example a Warrior priest of Sigmar.

I also thought about giving them half price on armour but no access to blackpowder weapons to make them slightly more fluffy.

But I really liked your idea about theming different orders with different strictures, in this case the extra strength for the knights would be that bonus, I'm just worried that adding more benefits would make them unbalanced and adding more drawbacks not elite enough for a Knightly order.

Would adding a special skill list be too much? Here are some examples that would fit from the Brettonian Chapel Guard warband by StyrofoamKing.
Shield Bash: If armed with a shield, the character may make 1 extra attack with -1 to strength.
Endurance: The character gets the strength bonuses from Morning Stars and Flails for all rounds of combat instead of one.
Armour expert: The Knight ignores movement penalties for wearing armor while on foot. In addition, strength, axes, critical hits, and similar modifiers cannot reduce the saving throw lower than 5+, nor will it be ignored by any non-magical means.


What do you think?
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeThu 16 Jun 2011 - 13:25

Wow, Paal's first post and he mentions me Laughing (welcome to the board, by the way)

Murray: I kinda agree with the idea of making the Initiates a little weaker, like youngbloods. At the moment, you have two Champions (like mercs), and 2 base human heroes (which are equal to witch hunter champions.) Too much together.

Most warbands follow either the Merc "2 strong, 2 week format", or the Witch Hunter "1 caster, 3 base" format. So, another way to do it is to have 0-1 Praetor (maybe with a special rule) and 0-3 base level initiates.

Militia - should have 0-7 max, like the Marksmen. Otherwise, your reiklanders could get 10+ marksmen with BS4 for 25 each (too good.)

Another possibility is to use the Myrmidia priestess from werekin's newest article.

Other than the initiates and the militia, I don't really see too many problems with the warband. Looks good. As a minor recommendation, bump up the use of shields and armor. In my head, knights = armor. Maybe they're slightly cheaper at start up?
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeFri 17 Jun 2011 - 8:04

I have taken into consideration what everyone has said and I have made a few minor changes.
On the Hero composition I decided to keep it as it is, the option of having 1 Preceptor had a off feeling about it and having 1 Leader and 4 Initiates felt to much like Bretonnians.

I added the lower cost of armor for Knights which StyrofoamKing suggested along with a minor reduction to the cost of horses
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PostSubject: Re: Empire: Knightly Order Warband   Empire: Knightly Order Warband Icon_minitimeFri 17 Jun 2011 - 11:11

I wasn't recommending 4 initiatives... these guys aren't super strong, but 6 heroes for these guys would be way too many. I was saying 1 praetor (super stats) and 3 initiates (base human stats.) Or, 2 praetors (high stats) and two "youngbloods" (lower.) Maybe I'm wrong, but you show most people a fanmade warband with 5 base or better heroes, and they'll not allow it.

Althooooooough, you could make the Initiates BETTER than base humans and only have 0-2 of them. That way, you start off with 4 champion-or-better heroes, but have 1 hero fewer than most warbands. A bit of a handicap, I'm sure, but it would give them a different feel than the Mercs.
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